About

$7,710

191

This
is a project for the new edition of the original Science fiction fantasy RPG,
The World of Synnibarr: Invicta. By Raven c.s. McCracken

Featuring
a foreword from Dr. Richard Garfield, the creator of Magic: the Gathering.

We’ve
got artwork, a scaled down production; PDF rewards and more.

Come
be a part of the Ultimate Action Adventure as the Worldship saga continues...

This
time the game is spread over three books, as opposed to a single unwieldy tome;
these shall be released in both PDF, through Amazon, and Softcover, through
Lulu and your local game store.

What’s
new in this edition: the entire engine has been redesigned from the
ground up; simplified, tightly tuned and balanced. There is one “prime mechanic”
and three primary dice rolls for combat.

Synnibarr:
Invicta still features the “greats” such as the BSC’s and their midnight
sunstone bazooka, as well as the Winged Grizzly’s with laser-vision!

The Worldship Atlas I- Over 200 pages. This
manual contains the information on the cities, continents, denizens and the
gods. The Worldship Synnibarr itself is described like never before in an atlas
style format that covers the details of both the interior and the exterior
flora and fauna.

The Ultimate Adventurer’s
Guide I-
the core manual, over 350 pages. This book contains all the guidelines for
basic and advanced character generation: the dozens of races, organizations,
abilities and spells, as well as the provisions-including powerarmor and
starship construction- skills, cybernetics, and the complete combat system in both basic and
advanced format. This manual has all the basics required to play.

The Book of Fate I- the referee’s
guidebook, over 150 pages. This manual
has all the secrets essential to running the game smoothly and efficiently,
with mounds of detailed data from the generation of adventures (games), to
alien worlds/races and substances, to how to solve problems that may arise
during the course of nearly any game. This manual has the precise specifics for
advanced combat as well as secrets about the Centiverse that only Fate knows.

Goal: $3,500. GoaLLLLLL
achieved! Kickstarter supporter credits. Thank you for all the help making
this dream a reality, we will include a special thank you page(s) with the
names of the backers.

Stretch Goals

$7,000: if we reach this goal, (EDIT: we have decided to build an official website. which will hopefully include a character generator!!) Raven will add 5 more provisions
and cybernetic augmentations to this edition of the game, including the counetrgrav
thruster units, finger-tip hypos, claytronic mass weapons, saber and imperial
class power armors. These will not be available
in the playtest pdf versions; however, they shall be available upon project
completion!

$10,000: if we reach this goal, Raven will add additional
explosives and delivery systems, including the “Planet Smasher” missile. These
will not be available in the playtest pdf versions; however, they shall be
available upon project completion!.

$13,500: if we reach this goal, we will contract Brian
Snoddy to do the cover artwork and at least 1 interior illustration, maybe more
if he has time, for the Ultimate Adventurer’s Guide I. Brian Snoddy is a MAGIC
the gathering artist and one of the greats in the industry.

$15,000: if we reach this goal, Raven will add the famous
Archer’s into this edition of the game complete with the “Silent exploding
arrow.” These will not be available in the playtest pdf versions; however, they
shall be available upon project completion!

$20,000: we will contract Brian Snoddy for the Worldship
Atlas cover and the Book of Fate. And that’s all three books in this series
done by the same artist!

$25,000: if we reach
this goal, Raven will add 25 Bloodmage (Ravashem) spells to this edition of the
game, including the “Blood ritual for power” and the “Summoning the spirit of
stone, wood and metal.” These will not be available in the playtest pdf versions;
however, they shall be available upon project completion! This drastically
increases the page count and we will eat the added costs of printing.

UPDATE! Here is a smattering of the new system. Just a few items to give an example.

Here is a sample of some of the material
from the upcoming manuals!

Keep in mind this is playtest version only and has not been edited.

FYI: the word "Altanant" in the story description is for the alternate planet Synnibarr orbits each year.

This sample section includes races, organizations, provisions- including a starship, abilities and spells plus a mutation. (EDIT: added the Shandreall Plains of Mist!)

Effect:The Alentiens transformation effect is
invisible. The insubstantial form has normal sight/hearing skills and is seen
as an illusion the general size of any appearance the Alentien desires.

While insubstantial the subject flies
at 9 m/s through solid substances, + 1m/s per 10 cogency points above 90. While insubstantial the Alentien cannot
pass through powerbased defenses, black titanium or physically touch any
other type of solid matter. While insubstantial the Alentien is only
harmed by powerbased effects/dam and black titanium.

Bio-syntha-cyborg (B.S.C.)
organic electronic human.This is the most complex of the
character classes to play. May be of any human race; B.S.C’s may switch gender:
requires 24 hrs.

Merit Cost: 50.

Special dietary requirements, severe: To remain alive, all BSCs are dependent upon the metal
Palladium. Should a BSC be denied a minimum of 1
milligram of palladium for more than 120 consecutive hours; the unlucky BSC
shuts down permanently within the following 1d20 hours (subject rolls the d20
as trauma). See Special substances, palladium.

Special magnetic sensitivity:EMP: BSC’s are
shut down for 1d6 seconds when hit by an emp of greater than their merit x tech
level of 30. 200 x 30 (tech level) = 6,000 cogency however… the magnetic
sensitivity increases the effect of the emp by 10. So a 600 cogency emp would
hit organic electronics at 6,000 cogency.

Special condition: BSCs
may hold their breath and function normally for up to 1 hour every 24.

Special disease effects:
BSC’s are not affected by most diseases. Exception: Hemorrhagic maladies and
Kuru have normal effects.

Special Substances:
powerbased substances all have the normal effects.

Special skill: No
need to sleep. See Golden Tiger Guild.

Enhanced senses

Racial ability: Techkinetic

Powerbase:
energy.

See Alchemy disciplines.

Racial ability: Midnight Sunstone Bazooka: Beam
attack, damage.

Powerbase: Pure
psionics.

Constitution: 2 to
create the weapon and 1 for the first Shot; then 1 every Shot thereafter for
the duration.

Special Con Gate: no
more than 1 Constitution can be burned into the weapon in a single shot to
start.

Special Merit adjustment:
200 merit for 2 con per shot, and another 300 for 3 con per shot for a total of
500 merit for a con gate of 3 etc. This merit is NOT added to the merit of the
Bazooka for calculating cogency.

Special Duration: the
user may only have one bazooka active at a time.

Effect: Creates a weapon out
of cogency that fires a beam of midnight-sunstone energy or Venderant Nalaberong psionics. 3 Dam per cogency point. The pure powerbase
damage multiplier is incorporated. Typical damage to start: 90. The beam’s pure
powerbase is only be nullified by another Pure powerbase such as Venderant
Nalaberong- See Locutious Cognomen-Pure powerbases.

Haliatheans,bipedal crocodile humanoid, with crocodile tail, head and
snout. The tail is long and very sturdy with the classic ridges.

Merit Cost: 50.

Special diet: Carnivore

Special Size Adjustment:
While the stature of a Haliathean is increased their size is not such that any
weapon or equipment adjustments are required.

Special natural weapon: Bite: 5 Dam; Tail: 3 Dam.

Sample Organizations

Bloodmages

Merit cost: 60/90.

Special Merit cost: If
not pure Ravashem the cost to train as a bloodmage: 90 merit.

Principles: To
conquer and rule Worldship’s inhabitants.

Special skill: Constitution
storage in an item See general abilities. The Bloodmages use a special dagger
for this purpose.

Special skill:
Mixed Mystic Art practitioner, Partial. See general abilities.

Effect: The bloodmage can
make a target suffer severe cramps: -1 on all Aim/Shot, Fate/Deed rolls for the
duration of the cramps per cogency point; max adjustment: -50. Targets reduce
the duration of the cramps as they would the duration of a stun effect. See
Trauma, stun: metabolic shock.

Special skill: Constitution
storage in an item. See general abilities.

Special skill: Mixed
mystic art practitioner, partial: the
subject may only purchase any abilities in the 30 merit categories and below in
magic and chi powerbases only. The subject does not receive any
additional merit to spend on abilities.

Special skill: No
need to sleep. See Guild, Tigers, golden or scarlet.

Special skill: unarmed
combat. All attacks from a tiger’s empty hands/feet are considered B.A.
Attacks. Special hand and feet: 10 Dam +Fda.

Special limitation: The
tiger’s cannot wear armor that has a Fate reduction and have the unarmed combat
skill adjustment.

Magewarrior Guild

Merit cost: 50.

Principles: To
protect the Worldship’s inhabitants from harm.

Special skill: Constitution
storage in an item. See general abilities.

Special skill: Pure
practitioner, magic. The subject may purchase any magic spell with merit.

Practitioner limitation: To be a practitioner
of the art in any form, with the exceptions of Chi and Mutations, requires a
minimum of: +5 intelligence.

Bonus ability: Gaining any form of practitioner comes with one
bonus 10 merit ability/spell in the powerbase of that Art.

Sensing powerbases: A character may always
sense the presence of any powerbase they use.

Range: 1 meter; cannot be
increased.

General abilities, Mystic

Merit cost: 10. The subject
may select and use ONE 15 merit ability or less, from the general abilities,
alchemy, chi, earthpower, magic, mutations or psionics.

This is NOT a practitioner of the Art.

Special limitation: This
may only be acquired twice.

General ability,Practitioner of
the art, Minor:

Merit cost: 20.
Once purchased, the subject may acquire with merit any abilities in the 20
merit and lower categories in any one powerbase.

General ability,Practitioner of
the art, Partial:

Merit cost: 30.
Once purchased, the subject may acquire with merit any abilities 30 merit categories
and below in any one powerbase.

General ability, Practitioner of the art, Full: Merit cost: 40.
Once purchased, the subject may acquire with merit any abilities 40 merit categories
and below in any one powerbase.

General ability, Mixed mystic art practitioner, minor

Merit cost: 40.
Once purchased, the subject may acquire with merit any abilities in the 10
merit categories in any of the six powerbases.

Sample spells

Alchemist Armor: Armor.

Powerbase: Alchemy.

Constitution: 1. Merit: 10.

Casting Time: 1
uncomplicated action.
Range: self.

Duration, beneficial effect: up to 1 minute.

Effect: The starlight
armor surrounds the caster and the field blocks 1 point of force per cogency
point. While active, the user does not require air.

“10th of Chiropa, Enchanted
Continent, 531AD, Altanant: tropical world dotted with islands. The twisted roots of the trees tripped
me and I cursed them with all my might as the arrows bounced off of my armor,
chipping away at my strength. I kept the defense up while frantically
scrambling up the steep rain drenched slope on my hands and knees desperately
searching for someplace to hide from the enemy fire. Slipping in the mud, my shielded fingers
caught on one of the many roots and I used it to pull myself to safety,
praising every centimeter. As I worked my way up the Hoananarr sent lifeline,
the thick bloodsoaked mud never touched my hands. Still to this day I wonder if any has
found the Black Blade of Hadrathius hidden in the ruins beneath that quite little
valley on the Enchanted Continent.”

The black night was my friend. The
distance across the rooftops easily manageable and I jumped over the gap as if
I could fly. The hot summer wind made my long black coat flow around me as I
dropped into the midst of my enemies. The sword sang a slicing song of ceaseless
silence and I was quickly on my way into the heart of the citadel.”

Casper
“Machine” Five, BSC Ninja

Magnificent Deadly Rain: Area effect, damage.

Powerbase: Magic.

Constitution: 5 plus special.

Merit: 50.

Casting Time: 5
actions.

Range: 100 meters.

Area of Effect: 10
meter diameter.

Duration: Concentration,
up to 1 minute.

Effect: Manifests as black
storm cloud above the target that rains small hex bolts from all angles upon
the targets. Each small red Hex- Bolt:does 1 point of damage per cogency
point. Divide the damage by the targets.
The user controls what is struck. The spell, once active can be used
repeatedly. Once active, the caster can elect to only use 1 Con per attack.

The scarrok army gathered on the hills
lining the valley. They looked ready to die; so I obliged some of them with the
magnificent deadly rain.”

Allison Prentis, Mage Warrior

Amorphous

(Control body molecules):
Transformation.

Powerbase:
Mutations.

Constitution: 2. Merit: 20.

Casting Time: 1
action. Disperse: may be used as a Fate.

Range: Self.

Duration: Concentration,up to 1 minute.

Effect: This cannot be
used to heal the subject. This ability affects a neosapien’s provisions and
cybernetics, plus 10 kilos of additional matter per cogency point. While
dispersed or transformed into a liquid, the subject does not take damage from
physical force.

Rearrange: The
subject quickly molds their bodies, as if composed of a liquid, into any solid
object or animal of comparative mass; the subject retains any special
protections inherent to their body. While in liquid form, the mutant may
flow/move normally and is not affected by physical force damage. Fate may allow such skills as flight or water
breathing.

Mimicking a face or specific appearance: if only seen once: Memory-Deed 20 or lower. Once
transformed, it becomes a matter of Persuasion-Aim: +60 on the dice roll, to
convince close friends.

Disperse: The subject
disperses their bodies as if composed of tiny floating droplets of glowing red
gel. The subject may use general and force skills while dispersed. While
dispersed, the subject may levitate -see movement.

Solidify: The
user gains a +2 protection factor, while using this effect.

Movement: While
transformed into liquid or dispersed, the subject, and transformed payload,
cannot levitate/flow quickly. The subject may only flow/levitate at 3 meters
per second. To increase the velocity example:
for 4 m/s it costs 4 additional merit and for 5 m/s another 5 merit; for a
total of 9 additional merit to increase the velocity of the movement to 5
meters per second.

“17th of
Damacies, the isle of Solmaya, 513 AD, Altanant: Synnibarr variant with one
habitable moon.

I leaped
off the edge of the cliff to avoid the madness of the battle gone horribly
wrong. Dispersing, I floated on the
winds above the chaos. That’s when I saw
the hidden path that would allow our forces to flank the enemy. Set far down
the cliff side. After
the fight I took time to explore what it was the natives of the region had
guarded so jealously, only to be thwarted by a powerful security ward that
would not allow me to seep through even the smallest crack. Still to this day, I can only imagine what lay
beneath the Ruins of Solema and after all our bloodshed we left that lonely
nameless island almost empty handed.”

Special: With a
successful manipulate device-Aim roll, the damage effectively bypasses all of a
defender’s special protections and/or powerbased defenses. Order: Manipulate device-Shot roll. Should
the Aim be failed, the damage does not bypass the special protections.

Special skill:
manipulate phased weapon-Aim.
Using phased weapons becomes a separate skill. Start at manipulate device-Aims current
score and increase from there.

Details: iron sights. The
beam does 1 point of damage per cogency point when not phazed. The
weapon does half the damage when
phazed. User selects the phasing and damage with a pressure sensitive control
system. Blunt weapon, unless phazed. Special Details: a
part of the process for creating the phased plasma effect involves lasing a
black onyx crystal, and then employing a
coherent magnetic emission, as opposed to coherent photonic emission, to propel
hyper cooled mercury plasma (-.001 Kelvin).

Item:
Starship
–Corvex

Provisiontype: vehicle,

Cost (approx): $624,000.

Weight: 2,577kg.

Merit value: 30, TANC Merit Value: 1,000

Tech level: 30

Powersource:
energy: antimatter EG generator: 5,000 per hour.

Air-velocity, Max: Warp
5 per hr. Cruse: 50% of max velocity.

Max Alt: none.

Submerged-velocity: Max:
1,200kph. Cruse: 500kph. Max depth:
none.

Range: as per
power-source,

Details: Dimensions: 10m x 4.55m x 5 m

Wing Span: 5m

Max Payload: 1,600kg.

Weapons payload:
800kg

Max Occ: 4 med sized
beings.

Take off: VTOL.

Glide Rat: 3-1;
Flight Class: 2.

Life points:
4,000. The
hull of this vehicle is very strong and puncture resistant.

Shielding points:
4,000

Forcefield: See
armors, forcefield belt

Energy weapons:
Cannon, laser sonic,

Sensors: +5.

This beautiful vehicle comes equipped
with an airlock: cycle time 10 seconds, gel tires, a winch: 5,000kg test cable
1,000m in length, a pressurized cabin, state of the art instrumentation and
communications.Each
starship comes equipped with 1 force-field belt per occupant standard. With a
rear cargo hatch, cycle time 10 seconds, and armored tinted windows, the
vehicle is very useful and stylish with more accessories available upon
request. See starships.

Item:
Mech
lung

Provisiontype: Basic provision, underwater breathing
apparatus.

Cost: $500, Weight: 1.21kg.

EG Drain: 0.1 per hour of
operation. (100
hours standard)

Merit value: 5

Tech level: 5; requires tech level
20 to manufacture.

Powerbase: energy
any powersource

System shutdown: 40%.

Clip cost: Mini,
Changingtime: 3 actions, Clip wt: mini-10g.

Activation time: Requires
2 actions.

Details: The small unit must
be submerged to function, resembling a set of mechanical gills the unit may be
fitted into a mask or can be simply held in the subject’s mouth. Utilizing 5
grams of titanium-aluminumide dioxide nanotubes infused with iron, the
photocatalystic operation separates O2 from water, providing 1 liter of breathable
air per breath. A large version of this process is used for creating hydrogen
fuel: 10 milliliters (condensed liquid) EG Drain: 1 per hour.

Powerbase:
energy; any powersource or hydrogen/oxygen. Both systems add $5,000.

Fuel Capacity: 32
liters.

TANC Merit Value: 5.

Tank capacity: 500
liters

Velocity: Max: 300kph.
Cruse: 150kph.

Max Alt: 10km.

Range: 10 kilometers
per EG per hour or per 150ml, at max velocity 100%.

Details: Dimensions: 10m x 3m.

Wing Span: 10m,

Max Payload: 1,100kg.

Max Occ: 4 med sized
beings.

Take off: 100m, land: 80m.

Glide Rat: 7-1,
Flight class: 3.

Life points:
4,000. The hull of this vehicle is very strong and puncture resistant.

Details: This
beautiful plane is equipped with gel tires, a winch: 5,000kg test cable 100m in
length, a sealed compartment. Non-pressurized cabin, state of the art
instrumentation, communications and water landing capable. The tinted windows
are armored as well making the vehicle very useful and stylish with more
accessories available upon request.

Technology limits: No
gravity control abilities function in any powerbase/technology.

Powerbase limits: none.

Description: The
most unusual geological feature of the Worldship, the Shandreall Plains is a land
fiercely guarded by the Shan. A place of rolling alpine forests and pristine
mountain ranges with rich valleys, the region is also a place immersed in spiritual
mysticism.

The Shan: Human in appearance with large blue eyes, golden and black
hair, The Shan are covered in a tan fur. The members of the royal family are
apparent as they are marked with faint tiger like stripes. Xenophobic to the
point of fanaticism, the Shan have a belief that the world rolling below is called,
Jehenna or Hell. Residents of Jehenna or
“Jen” are considered to be not only “unclean” but thieves as well.

Shanii: The Shan have a
religions stigma against the use of sophisticated technology. The Shan’s
religion, called Shanii, consists of a singular creative deity they have dubbed
Eldrius. Believed to be a representation of the Avatar of Aridius by most
religious scholars, the Shan worship their god with a zealous system and
puritanical lifestyle.

Schools: the three schools
of mysticism and one religious school of war. Competent, the Shan have a keen
grasp on the art and are formidable whenever encountered.

Shan, Telethor: treat as Magewarriors.

Shan, Blajemba: treat as Earthwardens.

Shan, Rorakii: treat as Shadowmasters.

Shan, Shanii: treat as Priests: Golden
Tigers.

Forgotten Ore: The plains float over two kilometers above the Worldship’s
surface supported by the largest deposits of Forgotten Ore in existence. This
mineral, aside from being responsible for making the plains buoyant, also emits
a gravitational barrier that prevents the floating continent from colliding
with any other landmass. The Ore provides two precious metals: Forgotten Steel
and Gravanium. Gravanium, similar in appearance to aluminum is resistant to
gravity waves. Forgotten Steel, similar to normal steel has unusual properties
of attraction and amplification.

Unique flora and fauna: Traces of the material forgotten ore can be found in
virtually every living creature or plant native to the Shandreall plains. In
some plants and animals the concentrations are enough to offset a portion of
the weight and while the mass of the plant or animal is as normal, its actual
weight is somewhat lessened.One plant of note is the giant maple
tree known to reach heights of up to 600 meters.

One animal of note is the legendary Unisis,
the flying unicorns, found only on the Plains and Gleniea.

Underside: Beneath the continent is a jumbled world of mushrooms and moss
growing amidst drifting shards beneath the continent. This dangerous locale is
the home of Skygers, drakes and Winged Grizzlies.

Climate: temperate to
artic.

Continent: Shandreall plains of mist. City:
Lentris

Atmosphere: No
technology above 5 Tech Level is legal. The main town boasts modern facilities
such as water, and sewer.

Technology limits: No
counter gravity technology functions.

Crime: 80%.

Population:
200,000 est.

Primary Races: Shan,
an ethnicity of humans that has developed over centuries of isolation. All Shan have red hair and blue eyes with a
soft golden tinge to their skin.

Located in the center of the massive
floating continent on the edges of the Shandreall sea. The city is fashioned of white stone, with no
building taller than two stories with the exception of the Royal Palace that floats
above the city on a seperate piece of the continent. Only members of the Shan
race are allowed to venture up to the palace or set foot on grounds, all other
races will be executed on sight without express permission from the King or
ruling family.

General law: No
felonious activity. Dueling Law: No Spells/abilities or weapons with longer
than an arm’s reach may be used within the city. Law enforced by Shan military.
The city reportedly has poor surveillance systems: (20%).

Exports: Flaviea, (flying
root), and textiles as well as exotic works of art including poetry and
music. The Shan do not allow the mining
of Forgotten Ore. To do so is punishable
by death.

Government: Monarchy: the King is the ruler of the
floating continent.

Access: Only by air.

Communication: The
Shan desire no contact with the outside world.

Seeds: The continent is
rich with adventures involving the Shan and their xenophobia. Protected from the ravages of the plague, it
is believed that the continent is heavily populated, though no true census has
ever been taken.

Risks and challenges

As one of the originators of this type of entertainment I have been down this road several times, originally when there were no computers; the hardest part of this project is actually finishing the game’s technical details. Thus the play-testing… endless play-testing…

The majority of the time will be spent in final editing, final play-testing and graphic layout.

The tee-shirt company is eagerly waiting for any orders…

The potential problems… Computer crashes, and other unforeseeable obstacles. With careful planning and multiple backups of the data, this should not be a concern. The important point is that NOTHING can stop me from doing this project. This time the resources are vast and the publication virtually effortless compared to hand “blue-lining” every page and cutting and pasting the text by hand page by page.
I have published this by myself, eight times from 1980; I will do it once more. This time I have a GREAT TEAM to assist me; we shall not fail.

Support

Select this reward

Pledge $15 or more
About $15

Player's PDF reward
Upon project closure and successful funding: 1 copy of PDF “Merlin’s Knot” and “It’s Always Springbreak Somewhere in the Galaxy” + a playtest only PDF of the UAG I (unedited and without artwork)
Upon project completion: 1 PDF copy of the UAG I.

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Fate’s PDF reward
Upon project closure and successful funding: 1 copy of PDF “Merlin’s Knot” and “It’s Always Springbreak Somewhere in the Galaxy” + a playtest only PDF of the UAG I, the Worldship Atlas I and the Book of Fate I (unedited and without artwork)
Upon project completion: 1 PDF copy of the UAG I, the Worldship Atlas I and the Book of Fate.

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Pledge $50 or more
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Fate’s PDF Tee shirt reward: please specify size
Upon project closure and successful funding: 1 tee-shirt, delivered by March 2013, plus 1 copy of PDF “Merlin’s Knot” and “It’s Always Springbreak Somewhere in the Galaxy” + a playtest only PDF of the UAG I, the Worldship Atlas I and the Book of Fate I (unedited and without artwork)
Upon project completion: 1 PDF copy of the UAG I, the Worldship Atlas I and the Book of Fate.

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Pledge $140 or more
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Group softcover reward
Upon project closure and successful funding: Fate’s PDF reward
Upon project completion: 3 softcover copies of the UAG I, 1 softcover copy of the Worldship Atlas and one softcover copy of the Book of Fate.

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Pledge $200 or more
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Group tee shirt softcover reward:
Upon project closure and successful funding: Fate’s PDF reward and
3 Synnibarr tee-shirts; please specify size. Tee shirts to be delivered by March: 2013.
Upon project completion: 3 softcover copies of the UAG I, 1 softcover copy of the Worldship Atlas and one softcover copy of the Book of Fate.

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Pledge $350 or more
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Synner’s reward
Upon project closure and successful funding: Fate’s PDF reward
Upon project completion: Special: ATTENTION: you must travel to Seattle for this reward; this is an all-day event. The creator of the system will present the Synner with the autographed entire softcover system plus a tee-shirt and assist in character creation and then run a game for the recipient and up to two additional guests. The guests shall also receive an autographed copy of the UAG I and tee shirts.

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Pledge $3,500 or more
About $3,500

your own Synnibarr convention, (2 day event):
The backer must provide airfare to and from the location and hotel accommodations for Raven. This reward is also subject to Raven’s schedule arrangements will be made by phone. For this reward Raven will show up, give autographs, pose for pictures, and answer questions, give demonstrations, assist in character creation as well as bring copies of the game. Raven will provide autographed softover copies of the game for the backer and three of his friends, including tee- shirts. This can be done at a location selected by the backer or even a house party.